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Rules guide · Sorcery

Unwilling RecruitHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Eventide· July 25, 2008
Carte Magic Unwilling Recruit

Unwilling Recruit is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.

Complete guide

Unwilling Recruit is a powerful red sorcery that turns an opponent's greatest asset into their biggest liability. By spending enough mana, you can force even the most stubborn creature to fight for your side with a massive power boost. This spell is a game-ending finisher that rewards players who can generate large amounts of mana.

What It Does

Unwilling Recruit allows you to target any creature on the battlefield and take control of it until the end of the turn. Once under your control, the creature is untapped and gains both haste and a temporary power bonus equal to the value of X spent during casting. Because it gains haste, you can attack with it immediately, even if the creature entered the battlefield this turn.

Resolving the Recruit

When the spell resolves, three distinct things happen in sequence. First, the control change occurs, moving the creature to your side of the board. Second, the creature is untapped, ensuring it is ready for combat regardless of its previous state. Finally, the creature receives its +X/+0 buff and the haste keyword. Note that the toughness does not increase, so the creature remains just as fragile as it was before.

Common Pitfalls

A common mistake is forgetting that you can target your own creatures. While the control change won't do much, the untap effect and the +X/+0 bonus can be used as a combat trick or a way to reuse a creature with a tap ability. Additionally, remember that the control effect expires at the cleanup step, and the creature will return to its owner's side unless it leaves the battlefield before then.

When to Play It

The best time to cast Unwilling Recruit is during your pre-combat main phase when your opponent has a single, high-impact blocker. By taking their best creature, you remove a defender and gain an attacker simultaneously. It is particularly lethal when combined with mana-generating effects that allow you to pump X to high numbers.

Interaction examples

Fueling the Recruit

If your opponent has seven cards in hand, you cast Jeska's Will to add seven Red mana to your pool. You then use that mana to cast Unwilling Recruit where X equals four. You take control of their creature, untap it, and it receives +4/+0 and haste for a devastating attack.

Discarding for Resources

After casting Wheel of Fortune to refresh your hand and potentially draw into more lands or mana rocks, you use your remaining mana to cast Unwilling Recruit. This ensures you are using the spell when you have the most information about your opponent's new, smaller hand of potential responses.

The Solo Tactic

With only Unwilling Recruit in hand and six mana available, you cast the spell targeting a 3/3 creature. X is three. The creature becomes a 6/3 under your control with haste, allowing you to swing for 6 damage that your opponent likely didn't account for during their turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Unwilling Recruit

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You may target a creature you already control with Unwilling Recruit. If you do, you’ll gain control of that creature (which usually won’t have any visible effect), untap it, and it’ll get +X/+0 until end of turn.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagecommanderoathbreakerduelpredhtlr
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